added shadow rendering
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@@ -10,7 +10,7 @@ struct Vertex {
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};
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struct Light {
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mat4 tranform;
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mat4 transform;
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vec4 color;
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float intensity;
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};
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@@ -36,19 +36,41 @@ layout(set = 1, binding = 0) uniform LightBuffer {
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layout(align = 16) Light lights[MAX_LIGHT_COUNT];
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} LightsBuffer;
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float near = 10;
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float far = 0.1;
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mat4 get_orthographicMatrix(float l, float r, float b, float t, float f, float n)
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{
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mat4 M = mat4(0);
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// set OpenGL perspective projection matrix
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M[0][0] = 2 / (r - l);
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M[0][1] = 0;
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M[0][2] = 0;
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M[0][3] = 0;
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M[1][0] = 0;
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M[1][1] = -2 / (t - b);
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M[1][2] = 0;
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M[1][3] = 0;
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M[2][0] = 0;
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M[2][1] = 0;
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M[2][2] = -2 / (f - n);
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M[2][3] = 0;
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M[0][3] = -(r + l) / (r - l);
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M[1][3] = -(t + b) / (t - b);
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M[2][3] = -(f + n) / (f - n);
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M[3][3] = 1;
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return M;
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}
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void main()
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{
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uint index = IndexBuffers[ PushConstants.indexBufferIndex ].indices[gl_VertexIndex];
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Vertex vertex = VertexBuffers[ PushConstants.vertexBufferIndex ].vertices[ index ];
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mat4 lightView = transpose(inverse( LightsBuffer.lights[0].tranform));
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mat4 lightProjection = mat4(1.0);
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lightProjection[3][2] = -(far+near)/(far-near);
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lightProjection[2][2] = -2/(far-near);
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mat4 lightView = inverse( LightsBuffer.lights[0].transform);
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mat4 lightProjection = get_orthographicMatrix(-1, 1, -1, 1, 100, 0.1);
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mat4 lightSpaceMatrix = lightProjection * lightView;
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gl_Position = lightSpaceMatrix * PushConstants.transform * vec4(vertex.position.xyz, 1.0);
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